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WARZONE

brutal games of interstellar corporate warfare

abillionsuns // expansion 01
abillionsuns

WARZONE
Warzone is a new contract set for A Billion Suns, the miniature wargame
of interstellar fleet combat. It allows players to use A Billion Suns to
tell brutal stories of military might and system-shaking clashes of far-
future weaponry.

A Billion Suns, played with the Core Systems contract set provided in
the rulebook, is a game of cleverly and frugally assigning resources,
telling stories of industrial espionage and resource capture. The
Warzone contract set changes the feel of A Billion Suns considerably.
The Warzone contract set allows you to bring all-out corporate war
to your tables. The stories these new contracts tell are different, and
you’ll find a host of new tactical questions to wrestle with.

Designer’s Note: The Warzone contract set is


designed to provide larger games, with more models,
even at scale 5, so you don’t need to select a scale
10 or similar to get a huge space battle using this
contract set. Although, feel free to push the scale
higher than you are used to!

Written and designed by Mike Hutchinson, copyright 2021. Illustrations by Zee Durrani.
Special thanks to Glenn Ford, Rufus Howard, John Brindley, James Doxey, Paul Butler,
Gerwyn Walters, Daniel Vintersvärd, Sable Badger, Mark Langille, Ken Falkson and the R&D
community on Facebook. Visit http://abillionsuns.space for more downloads and expansions.

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Warzone Rules
If the CEOs both agree to play a game of A Billion Suns with the Warzone contract set,
the following additional rules apply:

Two Contracts Combat Formations


When setting up a game that uses the During a Warzone game, battlegroups
Warzone contract set, only generate two classes of Mass 2 and 3 may double their
contracts. coherence to 6”, including when deploying.

Wartime Economy Close Reserves


During a Warzone game, a CEO’s credit During a Warzone game, when a battlegroup
tracker may never go into deficit. A CEO jumps out, it may be placed aside, out of
may not take an action that would move play, into Close Reserves. When placed into
their credit tracker into deficit. Close Reserves, the battlegroup preserves all
tokens, status markers and damage tokens.
War Bonds: In a Warzone game, each
CEO starts the game with 0 credits (as During any subsequent Jump Phase, a
normal) and ⓢ War Bonds, which may be CEO may spend a CMD token from Jump
represented by poker chips, coins or gems. In to deploy a single friendly battlegroup
from Close Reserves into play. Deployment
Cash In: At any time during the Jump In follows the normal Jump Range rules. It
Phase or Tactical Phase, a CEO may “cash does not need to be requisitioned again.
in” one or more of their War Bonds to gain
50 credits per War Bond cashed in.
Game End
Rapid Re-budgeting Cycles: At the end A Warzone game ends at the end of round 4.
of each round, every CEO must reset their
credits tracker to zero, meaning that any
credits granted from War Bonds must be
spent during that round or they are wasted.

Military Command & Control


A CEO may never have more than ⓢ+3
battlegroups in play. They may not take an
action (such as jumping in or scrambling)
that would result in them having more that
ⓢ+3 battlegroups in play.

Military-Grade Jump Points


During a Warzone game, all battlegroups
and objects may count their Jump Range as
12-ⓜ” when jumping in, or jumping out, or
jump hopping. E.g. Cruiser battlegroups have
a jump range of 9”. This does not apply when
scrambling ships from carriers.

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New Ship Classes
Here are five new ships classes and an errata’d Carrier class that you are free to use in
your games of A Billion Suns, if all CEOs agree. These new ship classes are not limited to
Warzone games only and may be used in games that use other contract sets.

Primary Weapon Systems Auxiliary Weapon Systems


Ship Class Cost Mass Thrust Silhouette Shields Weapon Range Dice Dmg Weapon Range Dice Dmg

Stealth Bomber Wing 5 0 4" 1 0 Heavy Torpedoes 6" - 12" 2D10 3 - - - -

Light Carrier 5 2 6" 5 2 - - - - Blasters 0” - 6” 2D6 1

Defense Platform 5 2 - 6 3 - - - - Laser Cannon 0” - 9” 2D8 2

Assault Carrier 10 2 5" 6 3 - - - - Auto Blasters 0" - 6" 3D6 1

Carrier [Updated] 15 3 3” 7 5 - - - - Turbo Blasters 0” - 6” 4D6 1


Battle Carrier 25 3 3” 8 5 Light Railguns 9" - 18" 2D8 2 Defense Grid 0” - 9” 4D8 2

Errata: The Carrier ship class now has auxiliary Turbo Blasters at no extra cost.

Defense Platform Assault Carrier


Once deployed, Defense Platforms do not Assault Carriers are “Carriers” and may
activate, although they may make passive scramble ships. Each ship may only
attacks. Although they do not activate, scramble ships once per game. They may
Defense Platforms count as friendly ships scramble any Mass 0 or 1 ship class.
for the purposes for command effects,
contracts and similar rules. A Defense
Platform has a 360º auxiliary arc of fire. Battle Carrier
Battle Carriers are “Carriers” and may
If multiple Defense Platforms are scramble ships. They may scramble any
deployed as a single battlegroup, after Mass 0 or 1 ship class.
the battlegroup has been deployed: each
Defense Platform counts as an individual
battlegroup for the rest of the game.

Light Carrier
Light Carriers are “Carriers” and may
scramble ships (see p35 of the A Billion
Suns rulebook). Each ship may only
scramble ships once per game.

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Utility Ship Tactical Loadouts
When you requisition a Light or Medium Utility Ship battlegroup in a Warzone game,
you may choose one tactical loadout. All the ships in the battlegroup gain that loadout.

● Mine Layer Refit: ships in this battlegroup gain Mine Layers.


● Shield Jammer Refit: ships in this battlegroup gain Shield Jammers.
● Repair Drones Refit: ships in this battlegroup gain Repair Drones.
● Mirage Field Refit: ships in this battlegroup gain Mirage Field Generators.

Mine Layers: This battlegroup may scan Repair Drones: The battlegroup may
itself to place one Mine Token within 1” scan an object or a friendly battlegroup:
of each ship in the battlegroup. A Mine remove 1 damage token from the target
Token is a Mass 3 stationary object with for each ship in the scanning battlegroup
Silhouette 1. In the Passive Attacks Step, within scan range.
any Mine Token that is within 3” of an
enemy ship explodes (doing 3D6 damage Mirage Field Generators: All friendly
1 attacks to all ships within 3” and is then ships within 3” of this utility ship gain
removed from play). the “Mirage Field” special rule. While
attempting to target a ship with the
Shield Jammers: Any battlegroup that “Mirage Field” special rule, the attacking
is within 3” of one or more enemy ships ship must reduce the maximum range
with Shield Jammers suffers a -1 to it’s of all its weapon systems by 6” (to a
Shield value. minimum of 6”).

For example, if a Monitor


attempts to target an enemy ship
with the “Disrupted Silhouette”
special rule, it must consider the
maximum range of its Heavy
Railguns to be 12”, but it’s Turbo
Blasters are unaffected, as they
are maximum range 6” already.

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Battlezone Effects
Here are two new battlezone effects which can be used in your Warzone games. They
provide special rules for one of the tables in your game. During set up, prior to placing
objects, the Systems Administrator must declare which tables are classified with which
battlezone effects.

Deep Space (Black J) Debris Storm (Red J)


Two fleets are on an intercept course, this This battle is taking place in the wreckage
desolate point in deep space just happens to of a destroyed planet, with debris of all sizes
be where their paths intersect. This combat everywhere.
zone is far outside the normal operational
range of our lighter ships. We will have to Any ship that moves more than 4” in
rely on carriers to get our pilots into battle. a single Movement Step on a table
classified as a Debris Storm counts
When a table is classified as Deep Space, as having moved through an area of
Mass 0 or Mass 1 battlegroups may not dangerous space.
Jump In or jump hop onto the table.
They may be scrambled from carriers. Feel free to step up plenty of dangerous
space (any mix of asteroids or space
debris) as you wish to illustate this effect.

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Warzone Contract Set
Victory Points, Not Contract Decks
The contracts in the Warzone contract set do not ask you to set up contract decks and do
not use them. Instead, players gain Victory Points (VP) throughout the game.

At the end of the game the CEO with the most VPs is the winner. In the event of a tie,
the tied CEO with the most unspent War Bonds is the winner. In the event of a tie on
that too, the game is a draw.

Warzone Contract Generator


When generating contracts for a Warzone game, draw two cards and refer to the
following table to generate two contracts. Unlike the Core Systems contracts, the
contracts do not need to be of unique suits, you may keep two of the same suit.

Card Type Contract

J♠ Battlezone Effect One table gains “Deep Space”. Draw another card.

Q♠ Contract Merge Conflict

K♠ Contract Hostile Takeover

J♥ Battlezone Effect One table gains “Debris Storm”. Draw another card.

Q♥ Contract Secure System

K♥ Contract Reconnaissance

J♣ Battlezone Effect One table gains “Deep Space”. Draw another card.

Q♣ Contract Take & Hold

K♣ Contract Jam Communications

J♦ Battlezone Effect One table gains “Debris Storm”. Draw another card.

Q♦ Contract Show of Force

K♦ Contract Break The Chain

After drawing a battlezone effect, one table must be classified with


that effect, then draw a replacement card.

Note: Several Warzone contracts award bonus CMD


tokens. These bonus CMD tokens are just awarded once,
and do not permanently increase the number of CMD
tokens a CEO gains during subsequent Command Phases.

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Merge Conflict (Q ♠) Secure System (Q♥)
Two corps claims to this planet have clashing The materiel in this system is critical. Budget is
timestamps. Merge conflict. Both claim this approved for sequestration of local third-party
system as their own. Only one corp can hold it. engineering installations.

Setup: Add 1 table. Set up a ♠ planetoid. Setup: Add 1 table. Set up ⓢ Facilities.

Scoring: In the end phase, the CEO with the Control: Each table is controlled by the CEO
greatest combined mass of ships within 12” with the greatest combined mass of ships on

of the planetoid gains 1VP. If tied, no-one that table.
scores.
Commandeer: When a Facility is scanned by
a Utility Ship battlegroup, it becomes friendly
to the CEO that scanned it. While friendlt,
the Facility will not target this CEO’s ships
with passive attacks.

Scoring: In the end phase, if a CEO controls


two or more tables, they gain 1VP.

Hostile Takeover (K ♠) Reconnaissance (K♥)


Our M&A team have completed due diligence We are dangerously short on intel. We need to
and worked hard to offer a fair price to your know the enemy’s tactical load-outs and logistical
shareholders. A Battle Carrier group has been capabilities. Deploy short-range reconnaissance
dispatched to complete final negotiations with beacons to tac-scan the enemy fleet.
your board of directors.
Setup: Add 1 table. Set up ⓢ Facilities.
Setup: Add 1 table. Set up a ♠ planetoid.
Deploy Beacon: Utility Ship battlegroups
Dropships: If a Utility or Carrier battlegroup may scan themselves to place one Recon

scans the planetoid, each ship in that Beacon marker anywhere within scan range
battlegroup that is within scan range may of one of the ships in the battlegroup.
place ⓜ Troop Tokens on the ♠
planetoid.
Strategic Bombing: When a Facility is
Battle on the Surface: In the end phase, destroyed, the CEO that caused it to be
simultaneously, each CEO rolls a number destroyed gains ⓢ/2 CMD tokens into their
of D6 equal to the number of troop tokens Tactical command slot.

they have on the planetoid. They roll an
additional D6 for each friendly Mass 2 or 3 Scoring: In the end phase, the CEO with the

ship within 3” of the planetoid. For each most enemy ships within 6” of their Recon
1 they roll, they may remove any one enemy Beacons gains 1VP. If tied, no-one scores.

troop token from the planetoid. Then remove all Recon Beacons from play.

Scoring: In the end phase, the CEO with the


most troop tokens on the ♠
planetoid gains
1VP.

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Borderlands (Q ) ♣ Show Of Force (Q♦)
These µ-space beacons demarcate our territory; We have provided our standard terms, but the
automatically and instantly updating the local contractors do not appear to fully appreciate
interstellar plots in the Registry. Several beacons our competitive position. A demonstration is
in this sector just lit up proxmity alarms. Do not overdue.
allow the enemy to refine our boundary line.
Setup: Set up ⓢ areas of dangerous space.
Setup: Place ⓢ ComSats into play.
Scoring: In the end phase, the CEO with the
Control: The CEO with the greatest greatest total combined cost of Mass 3 ships
combined mass of ships within 6” of a in play gains 1VP. If tied, no-one scores.
ComSat controls that ComSat. If tied, no-one
controls it. Note: To calculate the “total
combined cost” of a set of ships,
Listening Post: When a CEO spends a CMD total up each ship’s Cost value, e.g.
token on a battlegroup within 6” of a ComSat
the cost that the CEO would have
controlled by an enemy CEO, that enemy
paid to requisition them initially.
CEO gains a CMD token into their Tactical
command slot.

Scoring: In the end phase, the CEO that


controls the most ComSats gains 1VP. If tied,
no-one scores.

Exotic Artifacts (K ♣) Break The Chain (K♦)


Bizarre artifacts of unknown origin have been Several key executives are in this sector. They are
discovered in this system. Redirect all available priority targets. Dismantle the chain of command.
resources to secure them. Priority zero.
Setup: Set up ⓢ areas of dangerous space.
Setup: Place ⓢ ComSats into play.
Scoring: In the end phase, the CEO with the
Control: A CEO may scan a ComSat with a most Mass 3 ships in play gains 1VP. If tied,
Utility Ship to take control of it. A ComSat no-one scores.
may only be controlled by one CEO at a time.

Exotic Energy Signatures: When a CEO


spends a CMD token on a battlegroup within
6” of a ComSat they control, that CEO rolls
a D6: they gain a CMD token into their
Tactical command slot on the roll of a 2 or
less.

Scoring: In the end phase, the CEO that


controls the most ComSats gains 1VP.
If tied, no-one scores.

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Warzone Campaigns
When playing a campaign featuring the Warzone contract set, if all CEOs agree, each
CEO may start the campaign with 30 capital, rather than the standard 10. After each
game, each CEO gains 2ⓢ capital.

Note: While this permits CEOs to begin the campaign with a lot
of competitive advantages, a CEO that chooses to invest heavily in
competitive advantages will potentially not have the breadth of ship
classes needed to compete in Warzone games.

In a campaign of A Billion Suns, you need not play the same contract set each game; you
could choose to play some games with the Core Systems contract set and others with the
Warzone contract set.

Errata
The following errata apply to all games of
A Billion Suns, not just Warzone games.

Jump Points
Jump Points have a Shields value of 6. Carriers
The Carrier ship class now has auxiliary
Turbo Blasters at no extra cost.
Combined Orders
With the larger and more powerful
fleets on the table, the Combined Order Competitive Advantages
command becomes very powerful. For Because Stealth Bomber Wings are the
this reason, replace the first paragraph of first ship class in the game to have a
the Combined Order section [p28] with base Silhouette of 1, the competitive
the following: advantage “Light Frames” needs an
errata. replace the first paragraph of the
Combined Orders: At the start of any Combined Order section [p58] with the
activation, a CEO may spend ⓜCMD following:
tokens from Tactical to select up to three
unactivated friendly battlegroups wholly Light Frames: Battlegroups in this fleet
within ⓜ+3” of any ship in the active have -1 Silhouette (to a minimum of 1)
battlegroup. and +1 Thrust.

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abillionsuns
Primary Weapon Systems Auxiliary Weapon Systems
Ship Class Cost Mass Thrust Silhouette Shields Weapon Range Dice Dmg Weapon Range Dice Dmg
Recon Wing 1 0 10" 2 0 Light Blasters 0” - 3” D6 1 - - - -
Fighter Wing 2 0 6" 3 0 - - - - Auto Blasters 0" - 6" 3D6 1
Bomber Wing 3 0 4” 3 0 Torpedoes 6" - 12" D10 3 - - - -

Stealth Bomber Wing 5 0 4" 1 0 Heavy Torpedoes 6" - 12" 2D10 3 - - - -


Light Utility Ship 1 1 4" 4 1 Light Blasters 0” - 3” D6 1 - - - -
Gunship 3 1 6" 4 1 Blasters 0” - 6” 2D6 1 Blasters 0” - 6” 2D6 1
Medium Utility Ship 2 2 4" 5 3 Mining Laser† 0" - 2" 2D12 5 - - - -
Corvette 5 2 10" 5 2 Turbo Blasters 0” - 6” 4D6 1 Blasters 0” - 6” 2D6 1

Light Carrier 5 2 6" 5 2 - - - - Blasters 0” - 6” 2D6 1

Defense Platform 5 2 - 6 3 - - - - Laser Cannon 0” - 9” 2D8 2


Frigate 7 2 4" 6 4 Light Railguns 9" - 18" 2D8 2 Turbo Blasters 0” - 6” 4D6 1

Assault Carrier 10 2 5" 6 3 - - - - Auto Blasters 0" - 6" 3D6 1


Monitor 10 2 3" 5 3 Heavy Railguns 9" - 18” 2D12 5 - - - -
Destroyer 12 3 3” 6 3 Cruise Missiles 18" - 36" 3D10 3 Turbo Blasters 0” - 6” 4D6 1

Carrier [Updated] 15 3 3” 7 5 - - - - Turbo Blasters 0” - 6” 4D6 1

Battle Carrier 25 3 3” 8 5 Light Railguns 9" - 18" 2D8 2 Defense Grid 0” - 9” 4D8 2
Cruiser 30 3 3” 8 6 Macro Beam 12" - 24” 2D12 5 Defense Grid 0” - 9” 4D8 2
Battleship 40 3 2” 10 5 Planet Smasher 12" - 24” 4D12 5 Defense Grid 0” - 9” 4D8 2
† The Mining Laser may only target stationary objects.

Primary Weapon Systems Auxiliary Weapon Systems


Object Mass Move Silhouette Shields Weapon Range Dice Dmg Weapon Range Dice Dmg
Asteroid 2 - 9 0 - - - - - - - -
Civilian Ship ⓢ/3 8" ⓢ 0 - - - - - - - -
Criminal Ship ⓢ/3 12" ⓢ ⓢ/2 - - - - Blasters 0” - 6” 2D6 1
Facility ⓢ/3 - ⓢ ⓢ/2 - - - - Laser Turrets 0” - 6” (ⓢ/2)D6 1
Lifeboat 1 4" ⓢ 0 - - - - - - - -

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Jump Point 3 - 5 6 - - - - - - - -
Space Kraken ⓢ/3 9" ⓢ ⓢ/2 Mouth Parts 0" - 3" (ⓢ/2)D10 3 Tentacles 0” - 3” ⓢD6 1

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